diff --git a/source/games/duke/src/actors.cpp b/source/games/duke/src/actors.cpp index a8a3b5574..f578af76b 100644 --- a/source/games/duke/src/actors.cpp +++ b/source/games/duke/src/actors.cpp @@ -373,7 +373,7 @@ void movedummyplayers(void) act->spr.pos.X += (ps[p].pos.X - ps[p].opos.X); act->spr.pos.Y += (ps[p].pos.Y - ps[p].opos.Y); - SetActor(act, act->int_pos()); + SetActor(act, act->spr.pos); } } @@ -400,7 +400,7 @@ void moveplayers(void) act->spr.pos = p->opos.plusZ(gs.playerheight); act->backupz(); act->spr.ang = p->angle.oang.asbuild(); - SetActor(act, act->int_pos()); + SetActor(act, act->spr.pos); } else { @@ -503,7 +503,7 @@ void moveplayers(void) else { act->spr.ang = 2047 - (p->angle.ang.asbuild()); - SetActor(act, act->int_pos()); + SetActor(act, act->spr.pos); } } @@ -666,15 +666,15 @@ void movecrane(DDukeActor *actor, int crane) if (actor->temp_data[0] == 2) { - if ((sectp->int_floorz() - actor->int_pos().Z) < (64 << 8)) + if ((sectp->floorz - actor->spr.pos.Z) < 64) if (actor->spr.picnum > crane) actor->spr.picnum--; - if ((sectp->int_floorz() - actor->int_pos().Z) < (4096 + 1024)) + if ((sectp->floorz - actor->spr.pos.Z) < 20) actor->temp_data[0]++; } if (actor->temp_data[0] == 7) { - if ((sectp->int_floorz() - actor->int_pos().Z) < (64 << 8)) + if ((sectp->floorz - actor->spr.pos.Z) < 64) { if (actor->spr.picnum > crane) actor->spr.picnum--; else @@ -734,7 +734,7 @@ void movecrane(DDukeActor *actor, int crane) else if (actor->temp_data[0] == 5 || actor->temp_data[0] == 8) { if (actor->temp_data[0] == 8 && actor->spr.picnum < (crane + 2)) - if ((sectp->int_floorz() - actor->int_pos().Z) > 8192) + if ((sectp->floorz - actor->spr.pos.Z) > 32) actor->spr.picnum++; if (actor->int_pos().Z < cpt.pos.Z) @@ -743,7 +743,7 @@ void movecrane(DDukeActor *actor, int crane) actor->spr.xvel = 0; } else - actor->add_int_z(-(1024 + 512)); + actor->spr.pos.Z -= 6; } else if (actor->temp_data[0] == 6) { @@ -779,7 +779,7 @@ void movecrane(DDukeActor *actor, int crane) if (Owner != nullptr) { - SetActor(Owner, actor->int_pos()); + SetActor(Owner, actor->spr.pos); Owner->opos = actor->spr.pos; @@ -1102,12 +1102,12 @@ void movetouchplate(DDukeActor* actor, int plate) { if (x <= actor->int_pos().Z) { - sectp->set_int_floorz(actor->int_pos().Z); + sectp->setfloorz(actor->spr.pos.Z); actor->temp_data[1] = 0; } else { - sectp->add_int_floorz(-sectp->extra); + sectp->floorz -= sectp->extra * zmaptoworld; p = checkcursectnums(actor->sector()); if (p >= 0) ps[p].pos.Z -= sectp->extra * zmaptoworld; @@ -1317,9 +1317,10 @@ void movetongue(DDukeActor *actor, int tongue, int jaw) } actor->spr.ang = Owner->spr.ang; - actor->set_int_xy(Owner->int_pos().X, Owner->int_pos().Y); + actor->spr.pos.X = Owner->spr.pos.X; + actor->spr.pos.Y = Owner->spr.pos.Y; if (Owner->isPlayer()) - actor->set_int_z(Owner->int_pos().Z - (34 << 8)); + actor->spr.pos.Z = Owner->spr.pos.Z - 34; for (int k = 0; k < actor->temp_data[0]; k++) { auto q = EGS(actor->sector(), @@ -1570,9 +1571,9 @@ void forcesphere(DDukeActor* actor, int forcesphere) { if (actor->spr.zvel < 6144) actor->spr.zvel += 192; - actor->add_int_z(actor->spr.zvel); - if (actor->int_pos().Z > sectp->int_floorz()) - actor->set_int_z(sectp->int_floorz()); + actor->spr.pos.Z += actor->spr.zvel * inttoworld; + if (actor->spr.pos.Z > sectp->floorz) + actor->spr.pos.Z = sectp->floorz; actor->temp_data[3]--; if (actor->temp_data[3] == 0) { @@ -1609,8 +1610,8 @@ void recon(DDukeActor *actor, int explosion, int firelaser, int attacksnd, int p actor->spr.shade += (sectp->ceilingshade - actor->spr.shade) >> 1; else actor->spr.shade += (sectp->floorshade - actor->spr.shade) >> 1; - if (actor->int_pos().Z < sectp->int_ceilingz() + (32 << 8)) - actor->set_int_z(sectp->int_ceilingz() + (32 << 8)); + if (actor->spr.pos.Z < sectp->ceilingz + 32) + actor->spr.pos.Z = sectp->ceilingz + 32; if (ud.multimode < 2) { @@ -2037,7 +2038,7 @@ void forcesphereexplode(DDukeActor *actor) l -= 3; } - actor->set_int_pos(Owner->int_pos()); + actor->spr.pos = Owner->spr.pos;; actor->spr.ang += Owner->temp_data[0]; if (l > 64) l = 64; @@ -2132,7 +2133,7 @@ bool money(DDukeActor* actor, int BLOODPOOL) ssp(actor, CLIPMASK0); if ((krand() & 3) == 0) - SetActor(actor, actor->int_pos()); + SetActor(actor, actor->spr.pos); if (!actor->insector()) { @@ -2188,11 +2189,11 @@ bool jibs(DDukeActor *actor, int JIBS6, bool timeout, bool callsetsprite, bool f if (actor->spr.zvel > 1024 && actor->spr.zvel < 1280) { - SetActor(actor, actor->int_pos()); + SetActor(actor, actor->spr.pos); sectp = actor->sector(); } - if (callsetsprite) SetActor(actor, actor->int_pos()); + if (callsetsprite) SetActor(actor, actor->spr.pos); // this was after the slope calls, but we should avoid calling that for invalid sectors. if (!actor->insector())